Female Merchant

Macaria's page

215 posts. Alias of Jereru.


Race

Stats:
AC 19 (T 19 FF 16) | CMD 18 MSB +6 MSD 17 | Init +4 | Speed 30ft | F +14 R +10 W +14 | Perc +6 SM +8

Classes/Levels

HP 36/36 | Channel S 12/12 | Channel C 8/8 | SP 24/24 | Faith 4/4

Gender

NG Soul Weaver 5 / Cleric 3 Paladin 2| Status:

About Macaria

Intro, Defense & Offense:

Macaria (Carmen Dobrescu)
Female Human Gestalt Soul Weaver (Dual Channeler) 5 / Cleric of Pharasma (Divine Channeler) 3 Avowed Paladin 2

NG Humanoid (Human)

Languages
Common
Varisian

Speed 30 ft
Initiative +4
Perception +6

STR 10 (+0)
DEX 16 (+3) (10 Base +2 Race +2 Freebie +2 Level)
CON 14 (+2) (10 Base +2 Freebie +2 Level)
INT 10 (+0)
WIS 14 (+2) (10 Base +2 Background +2 Freebie)
CHA 20 (+5) (10 Base +2 Race +2 Class +2 Background +2 Freebie +2 Level)

DEFENSE
AC 19, Touch 17, Flat-Footed 16 (10 Base +4 Armor +3 Dex +1 Defl +1 Enh)
HP 36 (6+4+6+6+4 + 5x2 Con)
Fort +14 (6 Base +2 Con +1 Resistance +5 Grace)
Ref +10 (1 Base +3 Dex +1 Resistance +5 Grace)
Will +14 (6 Base +2 Wis +1 Resistance +5 Grace)
CMD 18

OFFENSE
Melee
Staff +7 1d6+2 B x2 Finesse
May be wielded with one or two hands, and may add the Double or Reach properties
Tenebrous Strike +7 3d6 Negative Energy x2
-2 to hit for 1d4 rounds

Ranged
Tenebrous Blast +7 3d6 Negative Energy x2 30ft
-2 to hit for 1d4 rounds

CMB: +4


Class, Background & Race Features:

SOUL WEAVER FEATURES (Dual Channeler)
1-
Casting (Cha)
Master of Life and Death (Modified as per Dual Channeler)
Channel Energy (Su) (Modified as per Dual Channeler)
Potent Channeler
2-
Blessing/Blight (Su) (Modified as per Dual Channeler)
·Blight
·Blessing
4-
GranD Channel (Su)

CLERIC FEATURES (Divine Channeler)
1-
Aura (Ex)
Channel Energy (Su)
Domain (Glory)
Channel Swift, 1 Channel: Add a sacred bonus to a single Diplomacy or UMD check equal to number of Channel dice.
Granted Power Gain Mark of Glory as a bonus feat.
Touch of Glory (Sp) Standard, 1 Faith, Touch: Grant a bonus on a Charisma-based skill check or Charisma ability check equal to Cleric level +2. 1 hour or discharge.
Faith (Su)
A cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to their level plus their Wisdom modifier (minimum 1). When casting a cleric spell, they can expend 2 points of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.
2-
Deific Obedience (Pharasma)
Channeling Bonus +1d6
3-
Reputation (Ex)
The divine reputation of the cleric or her god precedes her. Creatures with an Intelligence score of 3 or higher and an alignment within one step of the cleric or her god begin with an attitude (per the Influence skill) of one step higher than normal.

PALADIN FEATURES (Avowed Paladin)
1-
Aura of Good (Ex)
Detect Evil Move, 1 SP: Detect if a target is Evil.
Smite (Su) (No bonuses to AC)
Pledge of Freedom
2-
Divine Grace (Su)
Lay on Hands (Su)

Favoured Class Bonus (Class): +5/6 Channeling Feat.

DESCENDED FROM HEROES
Macaria is a far descendant of a famous Varisian witch of old. When Madame Patilea used the harrow deck she found about it, and if she was willing to teach the young girl before knowing, after the discovery she knew Macaria was bound to have a prominent destiny. After Madame Patilea’s death, however, few people know about it.

HUMAN FEATURES
+2 Cha
Skilled +1 skill rank each level.
Bonus Feat Extra feat at 1st level.


Traits & Feats:

TRAITS
Envoy of Healing (Religion)
Sacred Conduit (Faith)
Harrow Born (Race)

FEATS
1-
Selective Channeling
Channel Destruction (Human Bonus)
Additional Traits (Background Bonus)
Marked for Glory (Glory Domain Bonus)
2-
Cunning +1 skill rank each level.
3-
Channel Life
Magical Aptitude (Background Bonus)
5-
Quick Channel

Skills:

Armor Check Penalty: 0

Skill Points: 5x(4 +0 Int +1 Skilled +1 Cunning) = 30 +5 Acrobatics +5 Fly

Acrobatics: 12 (5 Rank +3 DEX +3 Class -0 ACP +1 Pledge)
Appraise: 0 (0 Rank +0 INT +0 Class)
Athletics: 4 (1 Rank +0 STR +3 Class -0 ACP)
Craft: 0 (0 Rank +0 INT +0 Class)
Disable Device: 3 (Untr) (0 Rank +3 DEX +0 Class -0 ACP)
Disguise: 5 (0 Rank +5 CHA +0 Class)
Escape Artist: 3 (0 Rank +3 DEX +0 Class -0 ACP)
Fly: 11 (5 Rank +3 DEX +3 Class -0 ACP)
Handle Animal: 5 (Untr) (0 Rank +5 CHA +0 Class)
Heal: 10 (5 Rank +2 WIS +3 Class)
Influence: 11 (3 Rank +5 CHA +3 Class)
Kn Arcana: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Civilization: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Divine: 8 (Untr) (5 Rank +0 INT +3 Class)
Kn Dungeoneering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Engineering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn History: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Martial: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Nature: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Occult: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Planes: 7 (Untr) (4 Rank +0 INT +3 Class)
Linguistics: 0 (Untr) (0 Rank +0 INT +0 Class)
Lore: Ancestors 4 (Untr) (1 Rank +0 INT +3 Class)
Perform: Fortune Telling 9 (1 Rank +5 CHA +3 Class)
Profession: 2 (Untr) (0 Rank +2 WIS +0 Class)
Ride: 3 (0 Rank +3 DEX +0 Class -0 ACP)
Sense Motive: 8 (3 Rank +2 WIS +3 Class)
Sleight of Hand: 3 (Untr) (0 Rank +3 DEX +0 Class -0 ACP)
Spellcraft: 6 (Untr) (1 Rank +0 INT +3 Class +2 MA)
Stealth: 4 (1 Rank +3 DEX +0 Class -0 ACP)
Survival: 2 (0 Rank +2 WIS +0 Class)
Use Magic Device: 15 (Untr) (5 Rank +5 CHA +3 Class +2 MA)


Spheres of Might:

Martial Tradition Staff Master
Practicioner Stat Charisma

ATHLETICS SPHERE
·Coordinated Movement
·Fly Package
·Run Package
Afterimage

EQUIPMENT SPHERE
Finesse Fighting (Tradition)
Spear Dancer (Tradition)
Staff Mastery (Tradition)
Unarmored Training (Tradition)


Spheres of Power:

Casting Tradition Gifted Witch
Casting Stat Charisma
Spell Points Cha+2xLevel (Soul Weaver) + Cha+2xLevel (Paladin)
·Consciousness Linked Sphere effects end if the caster falls asleep or is unconscious, dazed, stunned, confused, reduced to animal intelligence, or otherwise unable to take coherent mental actions.
·Somatic Casting (x2) Must have at least one hand free. Any armor or shield incurs in Arcane Spell Failure.
·Verbal Casting Caster must speak aloud to cast Spheres.
·Magical Signs When casting, anyone near notices something weird related to the dead. It might be your long dead aunt talking to your mind, a quick shadow in the corner of your eye or the sensation that something has moved on its own. Using magic automatically breaks stealth, and all creatures within 60 feet who are observing are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition is used.

DESTRUCTION SPHERE (Tradition)
Drawback: Energy Focus Can only cast blasts with the Negative blast type.
·Destructive Blast
Tenebrous Blast (Drawback Bonus)

DIVINATION SPHERE (Tradition)
Drawback: Hidden Magic Cannot use the base divine ability to detect magic, nor the base sense ability to decipher magical text.
·Divine
·Sense
Ghost Sight (Drawback Bonus)

DEATH SPHERE (Soul Weaver Bonus)
·Ghost Strike
Drawback: Necromantic Limit Cannot use Reanimate.
Gravetongue (Drawback Bonus)

LIFE SPHERE (Soul Weaver Bonus)
·Cure
·Invigorate
·Restore
Drawback: Slow Recovery Can only cure through the Revitalize talent.
Revitalize (Drawback Bonus)
Sustained Vitality
Mass Healing
Restore Capacity
Restore Health
Restore Spirit


Spells:

Holy Book

Cantrips/Orisons DC 12
·Detect Magic
·Guidance
·Light

Level 1 DC 13 (3/3)
[ ]Bless
[ ]Bless
[ ]Comprehend Languages
Domain Spells 2/2
Adoration
Remove Fear
Shield of Faith

Level 2 DC 14 (1/1)
[ ]Resist Energy
Domain Spells 1/1
Bless Weapon
Blessing of Courage and Life
Stalwart Resolve


Channeling:

SOULWEAVER CHANNELING

Dice 3d6
DC 18
Times per Day 12

Effects 30 ft Burst, Standard. Choose from:
-Heal living creatures.
-Damage Undead.

Mods
Selective Channeling Slect up to CHA bonus creatures not to be affected.
Channel Destruction Infuse Blast type talent into the channel. SP cost is paid in Channels. May pay a SP to turn Channel Dice into 1/Level.
Channel Life Add a Life Sphere effect to channel, paying appropiate SPs. Affects only 1 target unless using Mass Healing.
Grand Channel May spend an extra channel to convert dice to d8.
Bless/Blight Touch, Standard. Spend a channel to grant a Bless or Blight.

CLERIC CHANNELING

Dice 3d6
DC 17
Times per Day 8

Effects 30 ft Burst, Standard. Choose from:
-Heal living creatures.
-Damage Undead.

Mods
Selective Channeling Slect up to CHA bonus creatures not to be affected.
Channel Destruction Infuse Blast type talent into the channel. SP cost is paid in Channels. May pay a SP to turn Channel Dice into 1/Level.
Channel Life Add a Life Sphere effect to channel, paying appropiate SPs. Affects only 1 target unless using Mass Healing.
Glory Domain As a swift, add bonus=Channel dice to Diplomacy or UMD roll.


Gear:

Dagger 2 gp (1 lb)
Holy Symbol - gp (1 lb)
Harrow Deck - gp (- lb)
Ioun Torch 75 gp (1 lb)
Canteen 2 gp (1 lb)
Belt Pouch 1 gp (.5 lb)

Fix of the building 1200 gp

Total Weight: 4.5/33 lb (Light Load)

Cash: 1048 gp / 15 sp


Macaria:

Macaria was the third child of a minor noble family from the Korvosan area. Since she turned out to be a weirdo, insisting that she heard voices and see people who weren’t there, her parents weren’t too fond of her, thinking the little girl would ruin the family’s reputation. When things started to go bad, they didn’t need much to be convinced their daughter had brought them some kind of curse. Macaria was sent to the woods with a group of brigands, to be slain and offered to some dark powers as appeasement None of them returned.

What happened in the woods only Macaria knows, and she never talked about it. Free from her captors and not wanting to return home, she fled to Korvosa. There she was tricked by an old crook going by the name of Gaedren Lamm. Wanting to put an end to the voices and apparitions, the girl looked for help and Lamm offered some substances to deal with her problems. Once he had her hooked, he forced her to use her weird skills for evil and selfish means. She was the oldest of the Little Lamms at the time, and still wonders what could have happened to the ones closer to her: Oliver, Nancy, Charlie...

In her most desperate hour, though, she found her salvation. Roaming around with nothing to take back to Lamm, she tried to steal from a Varisian caravan. She was caught, of course, and was about to be dealt quick justice, but the elder of the caravan, Madame Patilea, noticed some strange connection to the netherworld in the young girl. She spared her life, and welcomed her to the caravan, taking Macaria around Varisia and some other faraway lands. She showed her how to control her gift and use it for good, and she taught her about the dead, the living and the thin line that keeps ones from the others. Macaria spent years with the caravan, learning the ways of the Lady of Graves from Madame Patilea and turning into a respected member of the community.

Just recently, the caravan has returned to the area near Korvosa. Macaria has searched a bit about her family, and found out they all fell to some terrible illness. The lands belong now to a different noble house, and there’s nothing she can do about it - no one would ever believe her - so she’s moved on. She wonders, though, what would happen if she ever crosses paths with Lamm again. Will she be able to let him go? What has been of her old friends from her criminal days? Is Lamm even alive?

Macaria is a thin woman, with delicate factions and red hair that, in some cultures, denotes magic blood. She has a calmed personality and usually doesn’t want to displease others, but when she gives an opinion she’s used to being heard and respected. Those who have failed to treat her - or any of her close ones - properly have tasted the bitter juices of death on their own throats.